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Lokeal_The_Flame
06-23-2018, 08:42 PM
I am attempting to mimic the format used by DDO Developers, apparently they work very hard just posting in this format, as it was very time consuming and difficult for me to do.... anyhow, let's pretend this is for real for the sake of a little experiment.:


Sentient Gems


Sentient Jewel of the Brain Eater A personality delightfully reminiscent of Yaulthoon, wait.... what's going on here, pretty sure this is actually him.
Sentient Jewel of The Seductive A personality oddly resembling Malicia... wait Malicia, is that you? How?.
Sentient Jewel of The Draco Lich A personality resembling Lady Vol, wait.... how? Is that actually Erandis Vol???



Divine Wrath Filigree Set


When 2 pieces are equipped: +2 to all saves
When 3 pieces are equipped: +5% Increase to Devotion and Radiance spellpower
When 4 pieces are equipped: When targeted and hit in combat by an enemy whether by ranged, spell, or melee gain 20% increased damage towards that target for the next 30 seconds, if enemy is killed before the 30 second limit, the rest of the duration is then applied to another enemy and this extra damage will be in the form of light damage with a two minute cooldown.
Individual Filigree

Strength +1 -~- Rare Version: & +2 PRR
Charisma +1 -~- Rare Version: & +2 PRR
Wisdom +1 -~- Rare Version: & +2 PRR
PRR +3 -~- Rare Version: & +2 MRR
Positive healing Spell Power +9 -~- Rare Version: & +4 Universal Spell Power
Enhanced War Domain Arsenal (If you have tier 5 War Domain feat trained, this weapon counts as if your favored weapon) -~- Rare Version: & +2 Melee power
Negative Energy Absorption +5% -~- Rare Version: & +2 MRR




Key To Mechanus Bastard Sword
Minimum Level: 29
Damage Dice: 5(1d10+3)
Critical Profile: 19-20/x2

+15 enhancement bonus
Trapper Of Souls: Each successful critical hit from this weapon have a 15% chance to reduce your enemy's will saves by 1 D6 and when you successfully trap a soul with this weapon it gains a Soul Capture bounty charge for a maximum stack of 7. Each Soul Capture Bounty charge grants you +3 Profane bonus to Melee Power and +3 Profane bonus to Damage. If you block or unequip this weapon, the Soul Capture Bounty Charges will be lost. Each charge lasts for an hour.
Legendary Trap The Soul
Entropic 9d6
Wounding 4 (Requires Artificer 20)
PlanesWalker Set
Orange Augment Slot



Silent Dread Ring

Minimum Level: 29
While this ring is equipped you gain the Mobility feat and the Spring Attack feat
Improved Quelling Strikes
Greater Dispelling Guard
Roar: Melee attackers take 2d8 sonic damage and have a ~20-30% chance to become Shaken when they hit you (regardless if they bypass your damage reduction or not).
PlanesWalker Set
Green Augment Slot



Dragonheart Ring Ring

Minimum Level: 29
Brave Aura: Allies within six yards of you are immune to fear and if they are under the effects of fear, coming to you will instantly cure them of it.
Assured Vengeance: On death a meteor falls crushing enemies and dealing massive fire and bludgeoning damage while your remaining life essence scatters healing your allies to full health, this effect may trigger once per rest.
This ring allows greatswords and bastard swords you have equipped to benefit from your deity's feat line as if they were your deity's favored weapon.
Red Dragon Breath (7 uses per rest)
PlanesWalker Set
Green Augment Slot




Lionheart Ring Ring

Minimum Level: 29
Brave Aura: Allies within six yards of you are immune to fear and if they are under the effects of fear, coming to you will instantly cure them of it.
Assured Vengeance: On death a meteor falls crushing enemies and dealing massive fire and bludgeoning damage while your remaining life essence scatters healing your allies to full health, this effect may trigger once per rest.
Improved Quarterstaff mastery: +1(W) When equipped with a Quarterstaff
Soul of the Elements While you are centered, this item grants you a bonus depending on your current monk stance

Air: Your attacks do an additional 3d6 Electric damage per hit and also cause your target to bleed for 1d8 damage per hit.
Earth: You gain a +10 Insight bonus to Armor Class and Reflex Saves.
Fire: Your attacks have a chance of blinding your target and causing a fear effect.
Water: Your attacks have a chance to knock your target down.
PlanesWalker Set
Green Augment Slot



Orb Of Vol Orb

Minimum Level: 29
+15 Orb Bonus
Improved Healer's Bounty (Higher Proc Chance)
Equipped Devotion +208
+5% Chance to stun on attack for 3 seconds
Damage Reduction Bypass: Evil Outsider (This effect allows you to bypass the DR of any Non-boss Evil Outsider)
PlanesWalker Set
Orange Augment Slot



Kobold Launcher Rune Arm
Kobold's Dismay: Fires tiny Kobolds that damage your enemies with bludgeoning damage while additionally having a chance to randomly inflict stench effect, slashing damage, or piercing damage . At higher charge levels bigger Kobolds are fired. Opponents struck by the Kobolds receive a will save for half damage.
Rune Arm Imbue:Force Damage VI
Maximum Charge Tier: V

Impulse +202
Evocation Focus +8
Cunning Blows: You are now able to use your intelligence modifier to determine bonus to hit and damage for use of melee weapons (Artificer 20 required)
Kobold Diversion: When a ranged weapon is equipped, being hit by an enemy has a chance to spawn a Kobold that inherits all of the threat currently on you before attempting to run away (Runs in circles and kites the enemy).
Uncontrollable laughter: Your shots from this Rune Arm have a 15% chance of causing enemies struck to fall to the ground and burst out into a fit of laughter. (Will Save negates, DC is equal to your Rune Arm shots, +2 per Charge Tier the shot was fired at).
Planeswalker Set



Yin and Yang Ring

Minimum Level: 29
Greater Disruption Guard
Slay The Living Guard
Positive Healing Amplification +30 (+30 Enhancement Bonus to Positive Healing Amplification.)
Enhanced Devotion +202
PlanesWalker Set
Green Augment Slot



Shadow Dragon's Tooth Heavy Pick
Minimum Level: 29
Damage Dice: 5(1d6+2)
Critical Profile: 19-20/x4

+15 enhancement bonus
Stealthy Dragon: You may now perform sneak attacks using your breath attacks
Sovereign Paralysis
Sovereign Vorpal
Constricting Nightmare
Deception +17
PlanesWalker Set
Purple Augment Slot




Staff Of Lococcus Quarterstaff
Minimum Level: 29
Damage Dice: 5[1d6+6]
Critical Profile: 20/x2

+15 enhancement bonus
Critical hits from this weapon have a 10% chance to apply a -20% penalty to all enemy save rolls for 7 seconds
Sovereign Paralysis
Sovereign Vorpal
Diseased Slashing: This weapon is fitted with several very unclean razor sharp blades and deals 12 d6 slashing damage on hit while having a chance to inflict a random disease on enemies struck with it.
PlanesWalker Set
Purple Augment Slot


Set Bonus Augments:


Diamond Of Chemosh Colorless Augment

Minimum Level: 29
When three pieces of The Planeswalker set are equipped you gain the effect of Legendary Vampirism (Does not stack with Scion Of Shadowfell or vampirism effects already present on weapons, scales with healing amp, negative healing amp, or repair amp depending on which your character gets the most benefit from), this set bonus also uncenters you and breaks druidic oath. Only one Planeswalker augment may be equipped at a time, if you attempt to equip two at a time, your character gains no benefit from either augment. You lose 10% of your current HP total every 5 seconds 10 seconds after equipping, your character is frozen in place and can take no active actions for 20 seconds, after which the only action you can take is unequipping an item with a Planeswalker augment slotted in it.
PlanesWalker Set



Mishakal's Diamond Colorless Augment

Minimum Level: 29
When three pieces of The Planeswalker set are equipped every time an Evil aligned enemy attacks you there is a chance that the damage from the next five attacks you receive are reduced by 50% and every time you attack an evil aligned enemy there is a chance your next attack will heal you for 25% of the damage you deal, 30 second cooldown. Only one Planeswalker augment may be equipped at a time, if you attempt to equip two at a time, your character gains no benefit from either augment. You lose 10% of your current HP total every 5 seconds 10 seconds after equipping, your character is frozen in place and can take no active actions for 20 seconds, after which the only action you can take is unequipping an item with a Planeswalker augment slotted in it.
PlanesWalker Set




Diamond Of Reorx Colorless Augment

Minimum Level: 29
When three pieces of The Planeswalker set are equipped each character in your party gains bonuses for any crafted equipment they have equipped at the moment (Extra effect slot will determine bonus), further more while this set is equipped your effective cannith crafting levels are considered to be 15 levels higher. Only one Planeswalker augment may be equipped at a time, if you attempt to equip two at a time, your character gains no benefit from either augment. You lose 10% of your current HP total every 5 seconds 10 seconds after equipping, your character is frozen in place and can take no active actions for 20 seconds, after which the only action you can take is unequipping an item with a Planeswalker augment slotted in it.
PlanesWalker Set



Majere's Diamond Colorless Augment

Minimum Level: 29
When three pieces of The Planeswalker set are equipped and you are in a Monk stance, you gain +4 to all stats while a Quarterstaff is equipped, have a chance to blind and confuse your enemy when equipped with throwing weapons, when equipped with hand wraps champion enemies you deal the killing blow on have an improved chance to drop a chest. Only one Planeswalker augment may be equipped at a time, if you attempt to equip two at a time, your character gains no benefit from either augment. You lose 10% of your current HP total every 5 seconds 10 seconds after equipping, your character is frozen in place and can take no active actions for 20 seconds, after which the only action you can take is unequipping an item with a Planeswalker augment slotted in it.
PlanesWalker Set



Branchala's Diamond Colorless Augment

Minimum Level: 29
When three pieces of The Planeswalker set are equipped your ranged and melee attacks have a small chance of casting Otto's Sphere of Dancing above the enemy you attacked. Only one Planeswalker augment may be equipped at a time, if you attempt to equip two at a time, your character gains no benefit from either augment. You lose 10% of your current HP total every 5 seconds 10 seconds after equipping, your character is frozen in place and can take no active actions for 20 seconds, after which the only action you can take is unequipping an item with a Planeswalker augment slotted in it.
PlanesWalker Set


The heroic loot from this expansion will come from a korthos village style quest series that will take place in Sigil, The City Of Portals:


Planesight Goggles

Minimum Level: 7
True Seeing
Blindness immunity
Heroic Inspiration
Greater Regeneration
Green Augment Slot



Memento Of The Planes Necklace

Minimum Level: 7
You no longer receive a penalty when flanking
This item uncenters you and breaks druidic oath
Weapon Imbue: Classic Vampirism
Green Augment Slot



Wedding Band Ring

Minimum Level: 7
Lesser healer's bounty (Chance to cast cure moderate wounds on you when you take damage)
Constitution +5
Devotion+85
Green Augment Slot



Illegitimate Son Bastard Sword
Minimum Level: 7
Damage Dice: 1.50(1d10+3)
Critical Profile: 19-20/x2

+3 Enhancement Bonus
Metaline
Alligned
Evil Outsider Bane 3
Wounding
Red Augment Slot



Dragon Spike Heavy Pick
Minimum Level: 7
Damage Dice: 1.50(1d6+2)
Critical Profile: 19-20/x4

+3 Enhancement Bonus
Paralysis
Vorpal
Deception
Red Augment Slot



Dutiful Staff Quarterstaff
Minimum Level: 7
Damage Dice: 1.50[1d6+6]
Critical Profile: 20/x2

+3 Enhancement bonus
Paralysis
Vorpal
Potion Finder-Chance to find healing potions upon slaying an enemy
When you kill an enemy, chance to heal yourself for 3 D6 or a random nearby ally for 2d10
Red Augment Slot



Orb Of Divine Imitation Orb

Minimum Level: 7
+5 Orb Bonus
Heal +10
Equipped Devotion +75
+5% Chance to stun on attack for 3 seconds
Weapon Imbue: 1D6 light damage
Orange Augment Slot



Ring Of The Martyr Ring

Minimum Level: 7
Meteoric Eulogy: When you die, three meteors will fall towards the nearest enemies to you dealing bludgeoning and fire damage
This ring allows greatswords and bastard swords you have equipped to benefit from your deity's feat line as if they were your deity's favored weapon.
Heroism
Immunity to fear
Green Augment Slot

Arkat
06-23-2018, 09:02 PM
http://www.ieyenews.com/wordpress/wp-content/uploads/2016/02/confused-monkey.jpg

LeoLionxxx
06-23-2018, 09:52 PM
Lionheart Ring Ring

Minimum Level: 29
Lionheart Aura: Allies within six yards of you are immune to fear and if they are under the effects of fear, coming to you will instantly cure them of it.
Assured Vengeance: On death a meteor falls crushing enemies and dealing massive fire and bludgeoning damage while your remaining life essence scatters healing your allies to full health, after this you can't be raised until two minutes has passed or untill all enemies that were within six yards of you are slain.
Improved Quarterstaff mastery: +1(W) When equipped with a Quarterstaff
Soul of the Elements While you are centered, this item grants you a bonus depending on your current monk stance

Air: Your attacks do an additional 3d6 Electric damage per hit and also cause your target to bleed for 1d8 damage per hit.
Earth: You gain a +10 Insight bonus to Armor Class and Reflex Saves.
Fire: Your attacks have a chance of blinding your target and causing a fear effect.
Water: Your attacks have a chance to knock your target down.
PlainsWalker Set
Orange Augment Slot



This "Assured Vengence" effect is interesting. The rez timer would make it pretty well unusable though. I suggest making the effect have an X minute cool-down. Alternately, it could have a single charge of this effect, which recharges 1/rest and/or 1/Y min.
(For, say, X=Y=10)

Name is cool as well, but I think it would be a better name for a paladin item :)

Lokeal_The_Flame
06-23-2018, 10:39 PM
This "Assured Vengence" effect is interesting. The rez timer would make it pretty well unusable though. I suggest making the effect have an X minute cool-down. Alternately, it could have a single charge of this effect, which recharges 1/rest and/or 1/Y min.
(For, say, X=Y=10)

Name is cool as well, but I think it would be a better name for a paladin item :)

Adjustments were made and some augment errors were corrected, thank you for the input.

Cantor
06-25-2018, 09:19 AM
Nicely done a lot of it is imaginable, but the save debuffs are too big: at 1d10 a swing the trap soul is never going to fail when it procs. Also, the 25% save debuff pretty much makes anything no fail at high levels.

Unless you are specifically scaling it for high level reaper and applying the damage penalty to the save debuff.

Also, I don't see the point in sneak attacking a breath weapon as the number of uses is so limited.

I see you followed the Dev trend of love for monks and artis too.

glmfw1
06-25-2018, 11:52 AM
Plainswalker or Planeswalker?

The Kobold Launcher doesn't appear to have anything that links it with anything else. With Dragonlance and Planescape references, among others, it seems odd to have a Kobold themed runearm as part of the loot list, let alone part of the set.
The 3 sentient gems, like the Kobold Launcher, don't seem to have any thematic link with the rest of the items. I would have those gems (and the rune arm) appear in an update with Eberron specific content, rather than Planes related. There are other personalities that could be used to directly tie in with the set of items on offer.

The Key of Mechanus is named after the Great Wheel's plane of ultimate Law, yet the description does not fit anything relating to Law, nor does "Key of..." imply "this weapon is the antithesis of..." I'd think of another name for it, that fits with the power set.

Majere's diamond seems oddly specific. Huge boost to one flavour of Monk, but no use to anyone else. "While centred with a monk-weapon equipped" or "while in a monk stance OR with a Quarterstaff equipped" would broaden it's appeal beyond the overly narrow niche.

Have you thought about the nature of the quests that go along with this Update? In addition to the Legendary versions, what will their Heroic (or Epic) level be, to allow the content both to be playable and make thematic sense? From that, you need to think of how the named items would scale down. Potentially you need 3 versions - Heroic ML and Low Epic ML in addition to the ML 29 legendary versions. If the items don't/can't be scaled down for Heroic and/or Low Epic play and fill meaningful niches on doing so, it probably means there is something game-damaging/breaking in the items as designed. If they do scale down well, and you can easily assign power levels and replacement abilities that make sense at the relevant MLs, then the items will probably fit in nicely with the game as it exists without unbalancing things.

Selvera
06-25-2018, 12:19 PM
As someone who complains about every 20x2 stick the devs release; this one might actually have enough CC and utility to be worth using, even if the damage it outputs is significantly lower then the E bloom. 25% save debuff is insane.

Yamani
06-25-2018, 12:21 PM
Set Bonus Augments:


Diamond Of Chemosh Colorless Augment

Minimum Level: 29
When three pieces of The Planeswalker set are equipped you gain the effect of Legendary Vampirism (Does not stack with Scion Of Shadowfell or vampirism effects already present on weapons, scales with healing amp, negative healing amp, or repair amp depending on which your character gets the most benefit from), this set bonus also uncenters you and breaks druidic oath. Only one Planeswalker augment may be equipped at a time, attempting to equip multiple will result in death after 20 seconds.
PlainsWalker Set



Mishakal's Diamond Colorless Augment

Minimum Level: 29
When three pieces of The Planeswalker set are equipped every time an Evil aligned enemy attacks you there is a chance that the damage from the next five attacks you receive are reduced by 50% and every time you attack an evil aligned enemy there is a chance your next attack will be bolstered by 50%, 20 second cooldown. Only one Planeswalker augment may be equipped at a time, attempting to equip multiple will result in death after 20 seconds.
PlainsWalker Set




Diamond Of Reorx Colorless Augment

Minimum Level: 29
When three pieces of The Planeswalker set are equipped each character in your party gains bonuses for any crafted equipment they have equipped at the moment (Extra effect slot will determine bonus), further more while this set is equipped your effective cannith crafting levels are considered to be 15 levels higher. Only one Planeswalker augment may be equipped at a time, attempting to equip multiple will result in death after 20 seconds.
PlainsWalker Set



Majere's Diamond Colorless Augment

Minimum Level: 29
When three pieces of The Planeswalker set are equipped you gain +4 to all stats while a Quarterstaff is equipped and you are in a monk stance. Only one Planeswalker augment may be equipped at a time, attempting to equip multiple will result in death after 20 seconds.
PlainsWalker Set



Branchala's Diamond Colorless Augment

Minimum Level: 29
When three pieces of The Planeswalker set are equipped your ranged and melee attacks have a small chance of casting Otto's Sphere of Dancing above the enemy you attacked. Only one Planeswalker augment may be equipped at a time, attempting to equip multiple will result in death after 20 seconds.
PlainsWalker Set


Should work on the color of the augments. It seems more like offensive augments are red, defensive augments are blue, stats are colorless.

Lokeal_The_Flame
06-25-2018, 12:43 PM
Should work on the color of the augments. It seems more like offensive augments are red, defensive augments are blue, stats are colorless.

These augments simply determine the set effect, technically any non-set item becomes a set item when one of these augments is slotted in a piece of gear but three equipment pieces are required to gain set bonuses.

Lokeal_The_Flame
06-25-2018, 01:32 PM
Plainswalker or Planeswalker?

The Kobold Launcher doesn't appear to have anything that links it with anything else. With Dragonlance and Planescape references, among others, it seems odd to have a Kobold themed runearm as part of the loot list, let alone part of the set.
The 3 sentient gems, like the Kobold Launcher, don't seem to have any thematic link with the rest of the items. I would have those gems (and the rune arm) appear in an update with Eberron specific content, rather than Planes related. There are other personalities that could be used to directly tie in with the set of items on offer.

The Key of Mechanus is named after the Great Wheel's plane of ultimate Law, yet the description does not fit anything relating to Law, nor does "Key of..." imply "this weapon is the antithesis of..." I'd think of another name for it, that fits with the power set.

Majere's diamond seems oddly specific. Huge boost to one flavour of Monk, but no use to anyone else. "While centred with a monk-weapon equipped" or "while in a monk stance OR with a Quarterstaff equipped" would broaden it's appeal beyond the overly narrow niche.

Have you thought about the nature of the quests that go along with this Update? In addition to the Legendary versions, what will their Heroic (or Epic) level be, to allow the content both to be playable and make thematic sense? From that, you need to think of how the named items would scale down. Potentially you need 3 versions - Heroic ML and Low Epic ML in addition to the ML 29 legendary versions. If the items don't/can't be scaled down for Heroic and/or Low Epic play and fill meaningful niches on doing so, it probably means there is something game-damaging/breaking in the items as designed. If they do scale down well, and you can easily assign power levels and replacement abilities that make sense at the relevant MLs, then the items will probably fit in nicely with the game as it exists without unbalancing things.

Yes you are correct, the spelling error has been corrected.

The Idea behind The Key of Mechanus is that it is a key that was going to be used to open up a portal to Mechanus for the purpose of invasion, this is why it does not match the Mechanus theme aside for appearance (Tiny turning clockwork gears on the center of blade) the features it does have lend a clue to who was going to try and invade them as well as what Plane the weapon would drop in. The Kobold runearm would come from the first quest in the chain that would take place on Eberron.

Majere is a deity revered by monks, there are too many complaints on monk quarterstaff builds being inferior and so this augment simply grants a set bonus to offset said complaint by a bit.

The sentient gems would come from a raid where the goal is to close the portal that was opened in the first quest, the same mysterious man responsible for the creation of that runearm is also responsible for those Sentient Gems. You traverse into the portal in the first place as to figure out why it is refusing to close, to resolve all that is keeping it open, and eventually return home to close it. The ruins the first quest will take place in were discovered by the mysterious man who seems to be a researcher for different Planes of existence and dimensional/spatial travel in which explain much of what is going on, he also developed a means to replicate souls/consciousness as a means to have a copy of himself traverse to others plains of existence in a construct body and he first created those sentient gems as a proof of concept before attempting to replicate his own soul. Graz'zt makes another appearance and you find that he is the patron of the mysterious man. Malicia makes a new appearance and is not too happy that she was used as a guinea pig......... This is but a storyline sample.

glmfw1
06-25-2018, 01:56 PM
Malicia makes a new appearance and is not too happy that she was used as a guinea pig...
I'm now imagining a guinea pig in suspenders, a bustier and a top hat... I think my sleep may be disturbed tonight!

glmfw1
06-25-2018, 02:20 PM
Majere is a deity revered by monks, there are too many complaints on monk quarterstaff builds being inferior and so this augment simply grants a set bonus to offset said complaint by a bit.


While Monks revere Majere and Majere stands for qualities that Monks possess, his remit (discipline, hard work, practice and austerity) is not Monk specific, let alone Quarterstaff specific. The augment as it stands is overly specific. It's only really fair, in game balance terms if a series of other similarly specific augments were available, such as a Diamond of Habbakuk that only grants bonuses if the character is a Swim Cleric.

Mishakal, while Good, being a Goddess of Healing would not be likely to grant bonuses to damage. I'd suggest a "...every time you strike an evil aligned enemy there is a chance your receive a blessing that further bolsters your defences (+50 PRR/MRR)". In other words, if both Proc, you get 50% damage from the next 5 attacks AND a boosts that reduce the damage even more. Alternatively, have your next attack heal you for 50% of the damage you deal.

glmfw1
06-25-2018, 02:26 PM
The Idea behind The Key of Mechanus is that it is a key that was going to be used to open up a portal to Mechanus for the purpose of invasion, this is why it does not match the Mechanus theme aside for appearance (Tiny turning clockwork gears on the center of blade) the features it does have lend a clue to who was going to try and invade them as well as what Plane the weapon would drop in.

How about The Key to Mechanus rather than The Key of Mechanus? The change of one word fits your purpose.
"This mighty sword bears no resemblance to its namesake in nature or power, other than a curious clockwork design on the blade"

glmfw1
06-25-2018, 02:44 PM
Kobold Launcher Rune Arm
Kobold's Dismay: Fires tiny Kobolds that damage your enemies with bludgeoning damage while additionally having a chance to randomly inflict stench effect, slashing damage, or piercing damage . At higher charge levels bigger Kobolds are fired. Opponents struck by the Kobolds receive a will save for half damage.
Rune Arm Imbue:Force Damage VI
Maximum Charge Tier: V
[LIST]
Impulse +202
Evocation Focus +8
Cunning Blows: You are now able to use your intelligence modifier to determine bonus to hit and damage for use of melee weapons (Artificer 20 required)
Uncontrollable laughter: Your shots from this Rune Arm have a 15% chance of causing enemies struck to fall to the ground and burst out into a fit of laughter. (Will Save negates, DC is equal to your Rune Arm shots, +2 per Charge Tier the shot was fired at).
Planeswalker Set


How about removing Planeswalker Set, but adding a Colourless Augment (so people can make it part of the set if they want), but fits its non-planar origin.
I'd reduce the Arti requirement on Cunning Blows to "provided you have more levels in Artificer than in any other class" and add Cunning Shots: You are now able to use your intelligence modifier to determine bonus to hit for use of crossbows (provided you have more levels in Artificer than in any other class). The rune arm then becomes slightly more versatile, rather than being only of use to pure melee artis, and pure artis still benefit far more on the damage front form the Charge Tier effects.

Lokeal_The_Flame
06-25-2018, 09:17 PM
While Monks revere Majere and Majere stands for qualities that Monks possess, his remit (discipline, hard work, practice and austerity) is not Monk specific, let alone Quarterstaff specific. The augment as it stands is overly specific. It's only really fair, in game balance terms if a series of other similarly specific augments were available, such as a Diamond of Habbakuk that only grants bonuses if the character is a Swim Cleric.

Mishakal, while Good, being a Goddess of Healing would not be likely to grant bonuses to damage. I'd suggest a "...every time you strike an evil aligned enemy there is a chance your receive a blessing that further bolsters your defences (+50 PRR/MRR)". In other words, if both Proc, you get 50% damage from the next 5 attacks AND a boosts that reduce the damage even more. Alternatively, have your next attack heal you for 50% of the damage you deal.

After doing some looking into it, the details have been decidedly updated.

Lokeal_The_Flame
06-25-2018, 09:21 PM
How about removing Planeswalker Set, but adding a Colourless Augment (so people can make it part of the set if they want), but fits its non-planar origin.
I'd reduce the Arti requirement on Cunning Blows to "provided you have more levels in Artificer than in any other class" and add Cunning Shots: You are now able to use your intelligence modifier to determine bonus to hit for use of crossbows (provided you have more levels in Artificer than in any other class). The rune arm then becomes slightly more versatile, rather than being only of use to pure melee artis, and pure artis still benefit far more on the damage front form the Charge Tier effects.

An effect has been added for ranged artificer.....

Also to explain the way this set works.....

The colorless deity augments function as the third piece to the sets while also serving as a means of determining what the set bonus to the Planescape set is for that particular character, this is why equipping more than one of said augments will lead to death.

Lokeal_The_Flame
06-25-2018, 09:22 PM
How about The Key to Mechanus rather than The Key of Mechanus? The change of one word fits your purpose.
"This mighty sword bears no resemblance to its namesake in nature or power, other than a curious clockwork design on the blade" Advice taken!

glmfw1
06-26-2018, 03:14 AM
The colorless deity augments function as the third piece to the sets while also serving as a means of determining what the set bonus to the Planescape set is for that particular character, this is why equipping more than one of said augments will lead to death.

Which is exactly why I thought changing the Rune Arm to have a colourless slot would be a good move i.e. not automatically part of the set (non-planar origins and all), but it can be.
Rather than death, how about frozen with inaction, due to conflicting deific insights:

Your character gains no benefit from either augment. You lose 10% of your current HP total every 5s. 10s after equipping, your character is frozen in place and can take no active actions for 20s, after which the only action you can take is unequipping a Planeswalker item.


This allows, lore-wise, for the gems to have a direct connection to the Gods (rather than just being Magic Items they created), and reflects most of the relevant Gods being good/neutral and working as a family. HP loss rather than instant death could be accounted for by 2 Gods trying to send their own message without knowing the other one is doing the same, creating feedback within you. 10% of current will mean the character never dies from the effect itself, but as they are vulnerable to anyone around them, it's not exactly safe... just not the God's fault that they die!

Lokeal_The_Flame
06-26-2018, 02:48 PM
Which is exactly why I thought changing the Rune Arm to have a colourless slot would be a good move i.e. not automatically part of the set (non-planar origins and all), but it can be.
Rather than death, how about frozen with inaction, due to conflicting deific insights:

Your character gains no benefit from either augment. You lose 10% of your current HP total every 5s. 10s after equipping, your character is frozen in place and can take no active actions for 20s, after which the only action you can take is unequipping a Planeswalker item.


This allows, lore-wise, for the gems to have a direct connection to the Gods (rather than just being Magic Items they created), and reflects most of the relevant Gods being good/neutral and working as a family. HP loss rather than instant death could be accounted for by 2 Gods trying to send their own message without knowing the other one is doing the same, creating feedback within you. 10% of current will mean the character never dies from the effect itself, but as they are vulnerable to anyone around them, it's not exactly safe... just not the God's fault that they die!

Your argument that such would make it more lore friendly was taken into consideration.

As for the runearm, let's put it this way....

Let's say I slot a deity augment into the green slot on a pair of Legendary Construct Champion's Bands, equip those along with Key To Mechanus and Kobold Launcher.... this would complete the set and the set bonus would be dependant on whatever deity augment I slotted into the Legendary Construct Champion's Bands. Anyhow, regardless the effects are required to be distributed amongst three different pieces, slotting a deity augment into an item that is already a part of the set only makes it count as a single piece of the set. Kobold Launcher is already powerful enough, the lack of an augment slot on it is in recognition to such.

glmfw1
06-26-2018, 04:37 PM
I wonder if the Devs will take notice :)

So... assuming the quests are currently LN=30-32, what level would you place the Heroic and/or Low Epic versions of the quests? Given the extra-planar nature of this chain, presumably higher than lvl 13 (Trials of the Archons - the lowest level extraplanar chain). Will the Heroic/low Epic and Legendary versions be the same in setup, or will Legendary get the wilderness and public area that go with the quests, while the others are accessed from the Hall of Heroes and/or a Planeshifter in Amrath?

CaptainPurge
06-28-2018, 01:19 PM
Seems overpowdered.

glmfw1
06-28-2018, 07:17 PM
Seems overpowdered.
My theory... get the abilities themselves and range/variation/compatibility of abilities pegged down first, then review power levels against other equipment of the same level and adjust as necessary.
Unless you were talking about the white stuff... I was making pastry while adding my thoughts on the items and spilled the flour over all Lokael's concepts (and didn't think anyone had noticed until now).

Lokeal_The_Flame
07-01-2018, 02:34 PM
Seems overpowdered.

I like these kind of arguments if they are well fleshed out, as such gives a lot to work with!

In other words, please do go into as much detail as you can!

**Edit.... you said overpowdered and not overpowered..........

I have no idea what that means....